FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

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MightyKebab
Posts: 90
Joined: Sun Dec 15, 2013 3:00 pm

Re: FTL Captain's Edition 1.091

Postby MightyKebab » Fri Jan 24, 2014 3:09 pm

Kartoffelr wrote:I have one general wish:
I would love to meet more ships and less auto-scouts. I find fighting the latter almost always less exciting
(One exception: This bounty hunter dude with his auto-scout ship).



Agreed. I come across auto ships pretty much EVERY time I jump to a civilian sector nebula.
Kartoffelr

Re: FTL Captain's Edition 1.091

Postby Kartoffelr » Fri Jan 24, 2014 3:31 pm

I meet them approx. 50% of all encounters. More if it is a nebula beacon.
Which not only renders all weapons that require air or a crew to attack useless, but whole ships inferior.
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Sleeper Service
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Re: FTL Captain's Edition 1.091

Postby Sleeper Service » Fri Jan 24, 2014 3:35 pm

Kartoffelr wrote:I meet them approx. 50% of all encounters. More if it is a nebula beacon.
Which not only renders all weapons that require air or a crew to attack useless, but whole ships inferior.


You are exaggerating I'd say. You just have to watch some CE let's play to see that this is not the norm. Rock, Mantis, Slug and Federation sectors all have quite small probability of Auto encounters.

But it's true that auto probability might be a little high in nebula, due to some new unique encounters. That probably be counteracted in the next version.
Last edited by Sleeper Service on Fri Jan 24, 2014 3:56 pm, edited 1 time in total.
Kartoffelr

Re: FTL Captain's Edition 1.091

Postby Kartoffelr » Fri Jan 24, 2014 3:46 pm

Do you have real probabilities about auto-scouts or ships with crew?
If there is, to put it simply, a table of all the encounters and theirs odds and they basically say "more ships then auto-scouts", i will accept these facts of course.
At the moment it feels for me that there are as many auto-scouts in the universe then real ships. Not counting nebulas.

But i don't need to watch LPs, Sleeper - they show just individual games just like my own (and i am damn sure no LPer uploads the 1 to X fuckups that are between all the good games. ;) )

With good weapons to begin with, it is pretty easy. With the Mantis B or the Slug Ships it is damn hard (or very easy, if you find a good weapon early).

edit:
To clarify: I don't want CE to be easier for boarding strategy. A manned ship that has weaponry, a health station,maybe boarders, maybe drones and maybe wants to flee is more challenging then most auto-scouts. I died against these mantis troopships some times already, just to give an example :) And it is more fun then just auto-scouts again and again, what (in my opinion) happens too often.
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Sleeper Service
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Re: FTL Captain's Edition 1.091

Postby Sleeper Service » Fri Jan 24, 2014 4:07 pm

Kartoffelr wrote:But i don't need to watch LPs, Sleeper - they show just individual games just like my own (and i am damn sure no LPer uploads the 1 to X fuckups that are between all the good games. ;) )


Well I know a few that upload every consecutive run, including failed ones. Biohazard for example had a 3 games winstreak this month, followed by some lost games.

Kartoffelr wrote:Do you have real probabilities about auto-scouts or ships with crew?
If there is, to put it simply, a table of all the encounters and theirs odds and they basically say "more ships then auto-scouts", i will accept these facts of course.
At the moment it feels for me that there are as many auto-scouts in the universe then real ships. Not counting nebulas.


Well here you go. Not shown: How many of the lists entries are actually called in the sector and how unique events feature into this. Still, should illustrate that way less than half the events in each list are Auto related.

Code: Select all

<eventList name="HOSTILE1">
   <event load="SQUAT_WARNING"/>
   <event load="AUTO_WARNING"/>
   <event load="AUTO_ASTEROID"/>
   <event load="AUTO_HACKER"/>
   <event load="REBEL_AUTO"/>
   <event load="AUTO_CIVILIAN"/>
   <event load="PIRATE_CHOICE"/>
   <event load="PIRATE_CHOICE"/>
   <event load="AUTO_REFUEL_STATION"/>
   <event load="REBEL"/>
   <event load="REBEL"/>
   <event load="MANTIS_HOSTILE"/>

   <event load="REBEL_AUTO_AUGMENTED"/>
   <event load="BS_EVENT_FED"/>
   <event load="BS_EVENT_FED_AUTO"/>
   <event load="BS_EVENT_AUTO"/>
   <event load="BS_EVENT_AUTO_SUICIDE"/>
</eventList>


<eventList name="HOSTILE2">
   <event load="PIRATE"/>
   <event load="PIRATE_CHOICE"/>
   <event load="REBEL"/>
   <event load="REBEL"/>
   <event load="SQUAT_WARNING"/>
   <event load="SQUAT_REFUEL_STATION"/>
   <event load="PIRATE_ASTEROID"/>
   <event load="AUTO_REFUEL_STATION"/>
   <event load="PIRATE_SLAVER"/>
   <event load="PIRATE_SUN"/>
   <event load="AUTO_SUN"/>
   <event load="PIRATE_NO_ESCAPE"/>

   <event load="PIRATE_AUGMENTED"/>
   <event load="BS_EVENT_FED"/>
   <event load="BS_EVENT_AUTO"/>
   <event load="BS_EVENT_AUTO_SUICIDE"/>
</eventList>

<eventList name="NEUTRAL">
   <event load="PIRATE_CIVILIAN"/>
   <event load="REBEL_TRANSPORT"/>
   <event load="AUTO_REFUEL_STATION"/>
   <event load="ASTEROID_EXPLORE"/>
   <event load="BROKEN_REBEL_DRONE"/>
   <event load="MERCENARY"/>
   <event load="FRIENDLY_SLAVER"/>
   <event load="PIRATE_BRIBER"/>
   <event load="AUTO_DEFENSE_ITEM"/>
   <event load="DONOR_PONY"/>
   <event load="DONOR_PLAGUE"/>

   <event load="CE_PIRATE_CREW_BOUNTY"/>
   <event load="CE_LONE_SHUTTLE"/>
   <event load="CE_DERELICT_TREASURE"/>
   <event load="C_EVENT_CIVILIAN_TRANSPORT"/>
   <event load="BS_EVENT_PIRATE_BLACKMARKET"/>
</eventList>

<eventList name="NEUTRAL2">
   <event load="PIRATE_CIVILIAN"/>
   <event load="PIRATE_STATION_CROPS"/>
   <event load="REBEL_TRANSPORT"/>
   <event load="ASTEROID_EXPLORE"/>
   <event load="MERCENARY"/>
   <event load="DISTRESS_BEACON"/>
   <event load="FRIENDLY_SLAVER"/>
   <event load="PIRATE_BRIBER"/>
   <event load="AUTO_DEFENSE_MAP"/>
   <event load="AUTO_DEFENSE_ITEM"/>

   <event load="CE_PIRATE_CREW_BOUNTY"/>
   <event load="CE_LONE_SHUTTLE"/>
   <event load="CE_DERELICT_TREASURE"/>
   <event load="C_EVENT_CIVILIAN_TRANSPORT"/>
   <event load="BS_EVENT_PIRATE_BLACKMARKET"/>
</eventList>

<eventList name="HOSTILE_ENGI">
   <event load="ENGI_MANTIS_FIGHT"/>
   <event load="ENGI_REBEL_FIGHT"/>
   <event load="ENGI_PIRATE_FIGHT"/>
   
   <event load="PIRATE"/>
   <event load="PIRATE_CHOICE"/>
   <event load="REBEL"/>
   <event load="SQUAT_WARNING"/>
   <event load="PIRATE_ASTEROID"/>
   <event load="PIRATE_SUN"/>
   <event load="PIRATE_NO_ESCAPE"/>

   <event load="BS_EVENT_ENGI_MEDICAL"/>
   <event load="BS_EVENT_ENGI_DRONE"/>
   <event load="BS_EVENT_AUTO"/>
   <event load="BS_EVENT_AUTO_SUICIDE"/>
   <event load="CE_EVENT_ENGI_COLLECTOR"/>
   <event load="CE_EVENT_ENGI_AI"/>
</eventList>

<eventList name="NEUTRAL_ENGI">
   <!--<event load="ENGI_UNLOCK_1"/> -->
   <event load="ENGI_STATION_DISTRESS"/>
   <event load="MANTIS_FIGHT_CHOICE"/>
   <event load="MANTIS_CIVILIAN"/>
   
   <event load="PIRATE_BRIBER"/>
   <event load="ASTEROID_EXPLORE"/>
   <event load="BROKEN_REBEL_DRONE"/>
   <event load="AUTO_DEFENSE_ITEM"/>
   
   <event load="ALISON_MANTIS_CREW"/> <!-- new alison written event -->
   
   <event load="ZOLTAN_CREW_STUDY"/>
   
   <event load="ASTEROID_DERELICT_SHIP"/> <!-- CRYSTAL UNLOCK-->

   <event load="CE_DERELICT_TREASURE"/>
   <event load="BS_EVENT_AUTO_DEFENSE_SUPPLY"/>
   <event load="C_EVENT_ENGI_TRANSPORT"/>
</eventList>

<eventList name="NEBULA_ENGI">
   <event load="NEBULA_ENGI_PIRATE"/>
   <event load="NEBULA_ENGI_NOTHING"/>
   <event load="NEBULA_ENGI_AUTO"/>
   <event load="NEBULA_ENGI_AUTO_SUICIDE"/>
</eventList>

<eventList name="HOSTILE_ZOLTAN">
   <event load="ZOLTAN_FIGHT"/>
   <event load="ZOLTAN_PIRATE"/>
   <event load="ZOLTAN_MANTIS"/>
   <event load="ZOLTAN_ENGI"/>
   <event load="ZOLTAN_ASTEROID"/>
   <event load="REBEL"/>
   <event load="REBEL_AUTO"/>

   <event load="ZOLTAN_FIGHT_AUGMENTED"/>
   <event load="BS_EVENT_ZOLTAN_AUGMENTED"/>
   <event load="BS_EVENT_ZOLTAN"/>
   <event load="BS_EVENT_ZOLTAN"/>
   <event load="CE_PDS_ZOLTAN"/>
   <event load="CE_EVENT_ZOLTAN_AI"/>
</eventList>

<eventList name="NEUTRAL_ZOLTAN">
   <event load="ZOLTAN_LIFERAFT"/>
   <event load="ZOLTAN_SCIENCE_DOCK"/>
   <event load="ZOLTAN_RIFT_FIGHT"/>
   <event load="ZOLTAN_CREW_SCAN"/>

   <event load="FRIENDLY_SLAVER"/>
   <event load="PIRATE_BRIBER"/>
   <event load="ASTEROID_EXPLORE"/>   
   
   <event load="C_EVENT_ZOLTAN_TRANSPORT"/>
</eventList>

<eventList name="NEBULA_ZOLTAN">
   <event load="NEBULA_ZOLTAN_ROCK"/>
   <event load="NEBULA_ZOLTAN_EYE"/>
   <event load="STORM_ZOLTAN_SUPPLY_CHOICE"/>   
   <event load="NEBULA_EMPTY"/>
   <event load="NEBULA_EMPTY"/>
   <event load="NEBULA_REBEL"/>
   <event load="NEBULA_REBEL"/> 
   <event load="NEBULA_AUTO"/>

   <event load="BS_EVENT_AUTO_NEBULA"/>
   <event load="BS_EVENT_AUTO_SUICIDE_NEBULA"/>
</eventList>

<eventList name="BOARDERS_ZOLTAN">
   <event load="ZOLTAN_BOARDERS"/>
   <event load="ZOLTAN_BOARDERS_MANTIS"/>
   <event load="BOARDERS_HACKING"/>

   <event load="CE_BOARDERS_BOUNTYHUNTER"/>
</eventList>

<eventList name="DISTRESS_BEACON_ZOLTAN">
   <event load="ZOLTAN_DISTRESS_MANTIS"/>
   <event load="ZOLTAN_DISTRESS_SHELL"/>
      
   <event load="DISTRESS_SATELLITE_DEFENSE"/>
   <event load="DISTRESS_STATION_FIRE"/>
   <event load="FRIENDLY_BEACON"/>
   <event load="TRAP_BEACON"/>
   <event load="STRANDED_BEACON"/>

   <event load="CE_DISTRESS_SUN"/>
   <event load="CE_DISTRESS_MELTDOWN"/>
   <event load="CE_DISTRESS_OXYGEN"/>
   <event load="CE_DISTRESS_ENGI_REFUGEES"/>
</eventList>

<eventList name="QUESTS_ZOLTAN">
   <event load="ZOLTAN_TRADE_HUB"/>
   <event load="ZOLTAN_QUEST_PRIMITIVES"/>   
   <event load="FEDERATION_PLANET_SIGNAL"/>
   <event load="QUEST_MANTIS_INVASION_START"/>
   <event load="QUEST_CREWDEAD_START"/>

   <event load="CE_QUEST_CURATOR_START"/>
</eventList>

<eventList name="HOSTILE_REBEL">
   <event load="REBEL"/>
   <event load="REBEL_AUTO"/>
   <event load="AUTO_ASTEROID"/>
   <event load="AUTO_WARNING"/>
   <event load="SQUAT_WARNING"/>

   <event load="REBEL_AUTO_AUGMENTED"/>
   <event load="BS_EVENT_AUTO"/>
   <event load="BS_EVENT_AUTO_AUGMENTED"/>
   <event load="BS_EVENT_AUTO_SUICIDE"/>
   <event load="BS_EVENT_REBEL"/>
   <event load="BS_EVENT_REBEL"/>
   <event load="C_EVENT_CRUISER_REBEL"/>
   <event load="C_EVENT_CRUISER_REBEL"/>
   <event load="C_EVENT_REBEL_GUNBOAT"/>
   <event load="CE_PDS_REBEL"/>
   <event load="CE_PDS_REBEL"/>
</eventList>

<eventList name="NEUTRAL_REBEL">
   <event load="AUTO_CIVILIAN"/>
   <event load="SQUAT_REFUEL_STATION"/>
   <event load="AUTO_DEFENSE_MAP"/>
   <event load="AUTO_DEFENSE_ITEM"/>
   <event load="AUTO_DEFENSE_RADAR"/>
   <event load="REBEL_TRANSPORT"/>
   <event load="BROKEN_REBEL_DRONE"/>
   <event load="ALISON_DEFECTOR"/>

   <event load="CE_LONE_SHUTTLE"/>
   <event load="CE_DERELICT_TREASURE"/>
   <event load="BS_EVENT_AUTO_DEFENSE_SUPPLY"/>
</eventList>

<eventList name="QUESTS_REBEL">
   <event load="MERCHANT_REQUEST"/>
   <event load="FEDERATION_PLANET_SIGNAL"/>

   <event load="BS_QUEST_REBEL_START"/>
   <event load="CE_DINER"/>
</eventList>

<eventList name="BOARDERS_REBEL">
   <event load="BOARDERS_SUN"/>
   <event load="BOARDERS_REBEL_SHIP"/>

   <event load="CE_BOARDERS_TRAITOR"/>
</eventList>

<eventList name="DISTRESS_BEACON_REBEL">
   <event load="CIVILIAN_ASTEROIDS_BEACON"/> 
   <event load="REBEL_VS_FEDERATION"/>
   <event load="ESCORT_BEACON"/>
   <event load="FRIENDLY_BEACON"/>
   <event load="TRAP_BEACON"/>
   <event load="DISTRESS_STATION_FIRE"/>

   <event load="CE_DISTRESS_SUN"/>
   <event load="CE_DISTRESS_DEFENSE"/>
   <event load="CE_DISTRESS_MELTDOWN"/>
   <event load="CE_DISTRESS_OXYGEN"/>
   <event load="CE_DISTRESS_DRONES"/>
</eventList>
Kartoffelr

Re: FTL Captain's Edition 1.091

Postby Kartoffelr » Fri Jan 24, 2014 4:17 pm

Thanks for the list. Apart from HOSTILE1 and NEUTRAL_REBEL (and nebula) it indeed is much much less then what i expected.
KJ4VOV
Posts: 52
Joined: Thu Jan 02, 2014 11:53 pm

Re: FTL Captain's Edition 1.091

Postby KJ4VOV » Fri Jan 24, 2014 4:21 pm

One of the things I'd like to see addressed by CE is stores and the way weapons, augments, drones and crew are handled. We've all known, I'm sure, the frustration of needing to update your basic weapons loadout, and finding nothing in the stores for the first three sectors (average two stores per) but crew and augments. To my thinking each store should have a section for each class of item, if not on the same screen then tabbed, the same way buy/sell are tabbed. You may still not find anything decent in the "weapons bin", besides rusty old basic lasers, but there should at least be a weapons bin.

I'd also love for CE to do something with drones to make it possible to switch them during combat, the same way we switch weapons. It never made sense to me the way the game handles drones. Each drone is built by the ship "on demand", using available drone parts and the drone schematic (blueprint would be a better term but...). So why can't we tell the ship to build any drone we have the schematic for when we need it? We'd still be unable to activate more than we have slots and power for but be able to make any drone we have the schematic for in the ship's computer.
Due to the rising cost of ammunition, warning shots will no longer be given.
agigabyte
Posts: 551
Joined: Fri May 31, 2013 1:59 am

Re: FTL Captain's Edition 1.091

Postby agigabyte » Fri Jan 24, 2014 5:09 pm

KJ4VOV wrote:One of the things I'd like to see addressed by CE is stores and the way weapons, augments, drones and crew are handled. We've all known, I'm sure, the frustration of needing to update your basic weapons loadout, and finding nothing in the stores for the first three sectors (average two stores per) but crew and augments. To my thinking each store should have a section for each class of item, if not on the same screen then tabbed, the same way buy/sell are tabbed. You may still not find anything decent in the "weapons bin", besides rusty old basic lasers, but there should at least be a weapons bin.

I'd also love for CE to do something with drones to make it possible to switch them during combat, the same way we switch weapons. It never made sense to me the way the game handles drones. Each drone is built by the ship "on demand", using available drone parts and the drone schematic (blueprint would be a better term but...). So why can't we tell the ship to build any drone we have the schematic for when we need it? We'd still be unable to activate more than we have slots and power for but be able to make any drone we have the schematic for in the ship's computer.



I believe this is hardcoded.
Kartoffelr

Re: FTL Captain's Edition 1.091

Postby Kartoffelr » Fri Jan 24, 2014 5:33 pm

And again a A. Drone-Carrier with 2 Ion + 1 Heavy laser Drone in sector one. :D

Seriously this one just feels like a cheap replacement for a good "so harsh and cold galaxy"-event. This is in no way a fair enemy in sector 1.

edit:

NICE. Five auto-scout events in a row. Three with non-interceptable missile launchers and at none of them my boarding drone landed in interconnected rooms where it inflicted damage. Died at beacon 8 in sector 1.

The mantis B is currently just a pray for a lot of luck at the start. Completely inferior to any ship with guns.

(edited: One of the scouts only had laser and ions, whee)
not so much fun to play.jpg

map.jpg
KJ4VOV
Posts: 52
Joined: Thu Jan 02, 2014 11:53 pm

Re: FTL Captain's Edition 1.091

Postby KJ4VOV » Fri Jan 24, 2014 5:55 pm

agigabyte wrote:
KJ4VOV wrote:One of the things I'd like to see addressed by CE is stores and the way weapons, augments, drones and crew are handled. We've all known, I'm sure, the frustration of needing to update your basic weapons loadout, and finding nothing in the stores for the first three sectors (average two stores per) but crew and augments. To my thinking each store should have a section for each class of item, if not on the same screen then tabbed, the same way buy/sell are tabbed. You may still not find anything decent in the "weapons bin", besides rusty old basic lasers, but there should at least be a weapons bin.

I'd also love for CE to do something with drones to make it possible to switch them during combat, the same way we switch weapons. It never made sense to me the way the game handles drones. Each drone is built by the ship "on demand", using available drone parts and the drone schematic (blueprint would be a better term but...). So why can't we tell the ship to build any drone we have the schematic for when we need it? We'd still be unable to activate more than we have slots and power for but be able to make any drone we have the schematic for in the ship's computer.



I believe this is hardcoded.


Which? There were two different ideas presented. If both then maybe there's a workaround that simply hasn't been thought of yet.
Due to the rising cost of ammunition, warning shots will no longer be given.